Mount & Blade: Warband is the eagerly anticipated stand alone expansion pack for the game that brought medieval battlefields to life with its realistic mounted combat and detailed fighting system.
- Graphical overhaul: Support added for HDR, FSAA, depth of field, soft particles, tone mapping, and many other effects
- New models with greater detail and high-quality textures
- Multiplayer battles with up to 64 players. Multiplayer modes include Deathmatch, Team Deathmatch, Capture the Flag, Conquest, Battle, and Siege
- A campaign allowing you to become the ruler of a faction and convince lords to become your vassals
- The ability to upgrade your companions to vassals by granting them lands
- The ability to marry a lady of the realm for romance or cold political gain. Try to win a lady’s heart through poetry or bravery
- Improved mechanics for soldier morale: Soldiers will break and run away if their morale gets too low
- Pick any projectile off the battlefield for use as additional munitions
- New motion-captured combat animations
- Numerous improvements to the combat system: Your shield will still stop arrows even if you are not actively defending
- The ability to play multiplayer matches on random maps as well as hand-designed ones
- Multiplayer equipment system: Earn money by fighting opponents or accomplishing goals
- The ability to use most throwing weapons in close combat: Switch to using a javelin as a short spear when the enemy gets close
- Spend gold on more powerful equipment, using a carefully balanced system that will make combat more exciting without giving too much of an advantage to the leading team
- have player refuge always be in player supporters' faction
- apply player kingdom color to refuge, landed ships, quarters
- add player kingdom color change function to camp menu
- ensure NPC in party does not become adventurer
- overhaul duel system, mainly to set opponent properly
- deactivate player kingdom properly, using the script for that (NPCs on mission and prime minister now return)
- fix mission trigger time and make mission reports the priority
- have npc_mission_seek_recognition embassy_results include the other three logical outcomes
- drop missions that have no dialog in case a companion somehow ends up with one
- override prisoner escape chance properly
- rewrite auto-defect trigger
- add cultural considerations to new faction pick
- prevent random event losses for raiding villages during siege when not actually doing so
- remove lovers' system that was making all ladies adulteresses
- use correct title strings for Scots/Irish and fix other inconsistencies and omissions
- fix ask peace dialog
- fix ambiguity in player/faction relations (removes ability to threaten own kingdom's caravans)
- add Mod ID string
- place sound controls in mission templates to make sure loop tracks are killed
- add ambiance to lair interiors
- fix refuge chest
- fix logic of child count dialogs
- fix bard improve relations with lady
- fix behavior of rescued lords
- fix behavior of ambiance neutrals during jailbreak
- fix "hole" in recruit permission dialog when already have it
- move recruit permission update from triggers to script
- player loses permission to recruit in center that gets new owner
- fix fiefs string for lord select for fief
- remove player picture from refuge menu
- fix troop training management
- unset g_encountered_party when it is removed (invalid party bug)
- add proper conditions to Hadrian Wall dialog and kill experience reward exploit
- fix tutorial message for Roman Baths ruins
- adjust pricing formulas (attempt to prevent changes from buying/selling same article)
- disable some monastery options when learning to read (early exit exploit)
- disable scouts (and their loss) at sea
- shut down random events at sea
- exclude non-normal villages from lute search (quest was blocked when village inaccessible)
- allow slaughter of non-quest cattle after cattle delivered
- correct standard bearer report on Camp Menu
- allow only one town recruiting run from whatever menu (recruit picking exploit)
- clean up event_triggered dialogs, particularly for returning party members
- check spiral death cam is finished before attempting to leave scene
- attempt to eliminate sometime corruption of refuge text
- make immersive default ship names
- reinitialize item info (wiped out in someone's save game by unknown cause)
- fix craftsmen names
- test slot_faction_political_issue properly (has two default values, which rendered the system inoperative half the time)
- fix debug message producing false commander mismatches
- fix and improve mutiny duel trigger
- add backstop at automenu trigger to ensure campaign death after mutiny duel loss
FACTION RESTORATION
- process just one faction at a time
- adjust rate of restorations to about 1/month at end of game
- produce no more than one "Possible Rebellion" message (if no rebellion), and have it escalate with number of walled centers
- remove player-based all-or-nothing phaseout
- make lord defection dependent on current king relation
- make sure faction leader joins resurgent faction
- avoid giving money to undefined troop
- fix the growth of the rebellion, include adventurers
- bring in supporting lords if rebellion threatened (to avoid stranding them if faction is destroyed AGAIN)
- avoid auto-war with player
FAST-TRACKED DURING BETA
- fix dog interference with army orders (order ALL bug)
- fix hire refuge armorer
- allow visit village leader at night from menu
- prohibit battle panel by down player (leading to crazy camera)
BINARIES
- Viking banner textures (fix some white backgrounds)
- scn_caravanatacada.sco
- scn_castle_37_exterior.sco
Minimum Setup
- OS: Ubuntu 16.04 LTS. Steam OS
- Processor: Intel Core Duo 2.0 GHz or AMD Athlon 64 X2 3600+Memory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: NVIDIA GeForce 6600GT / ATi Radeon 2400 or betterHard Drive: 1 GB available space Sound: Standard audio
[ 6407 ]
[ 1886 ]
[ 4275 ]